Omega Speedmaster Co-Axial Chronograph Watch Review | aBlogtoWatch best replica omega watches forum

Omega Speedmaster Co-Axial Chronograph Watch Review Wrist Time Reviews 12 Comments May 28, 2012 by Ariel Adams Omega Speedmaster Co-Axial Chronograph Watch Review

More than an ic replica-rolex-oyster-perpetual-datejust-watches-rid-47039486.html. swiss made replica rolex datejuston, more than a legend, the Omega Speedmaster is one of the most popular and desired watches around the world. For over 40 years the sport watch that has been on the moon and on our minds, has also had a place on countless wrists. It has represented quality, durability, and adventure to many people. Omega has maintained and grown the collection over the years with all manners of variations, limited editions, and unique versions. All in all, the Omega Speedmaster for many people is the quintessential sport chronograph.

Purists love the Omega Speedmaster Professional Moonwatch. Like the originals from 1969, these pieces replicate today those watches worn on the moon years ago. Of course they are cool, but much of the time I lust for more modern timepieces. The new for 2011 Speedmaster Co-Axial Chronograph is the most modern Speedmaster to-date (and I first covered it here) . Up to 44.25mm wide, it features a slick design, improved legibility, and a fantastic movement made in-house by Omega. Even with all that, it still retains the charm and timeless design of the original.


For review, I have one of the high-end models offered in Omega's special "orange gold " (ref. 311. Similar to 18k rose gold, this gold alloy is a bit more orange in tone. I love the warmth of it. For more images of the steel Omega Speedmaster Co-Axial Chronograph watches you can check out this previous post here . I actually discuss the movement in more detail than I do in this review - so check out that article if you haven't already in the past. By the way, this watch is also known as the Omega Speedmaster Moonwatch Co-Axial Chronograph. I am not sure whether to include the "Moonwatch" part when discussing it, but you will see that part of the name a lot when searching for the watch.

Something very unique happened in the course my reviewing this Omega watch. Omega decided that they wanted to change the dial on the gold version of the Speedmaster Co-Axial Chronograph watch. This caused a very long delay in my release of the review, because I wanted to show the retail version. The original dial choice for the 18k orange gold version was a ceramic dial. Omega then - and probably properly so - decided to go with a black enamel dial. I believe that the black enamel dial is standard on the platinum cased version of the Speedmaster Co-Axial Chronograph and Omega decided it was a good choice for the gold version as well. The bezel is also different on the enamelled dial version. After having had both watches to review, I decided to give you images of both mixed into this article. The ceramic dial version isn't every going to be commercially available as far as I know - but it is good for you to see what "might have been". Once again, note that only the black enamel dial is on retail versions of this Speedmaster Co-Axial Chronograph watch.

For the most part, the gold and steel Speedmaster Co-Axial Chronograph watches are the same, but let me just identify the differences. Of course the gold model comes in the 18k orange gold case. It also used the caliber 9301 versus 9300 movement. These are identical save for the gold rotor and bridge over the escapement. Last, the gold version of the watch is a different dial. The standard Speedmaster Co-Axial Chronograph (and remember, Omega Speedmaster watches have delicately different names, so make sure you know which ones you are talking about) has a matte black dial, while the gold version has a baked black enamel dial. The other prototype version has a ceramic dial. Look closely right over where the hour and minute hands connect in the middle and you'll see a light engraving in the dial that says "Zr02." That stands for Zirconium Dioxide - which is the principle material most industrial ceramics are made of if I understand correctly.

The enamel dial on the gold model is lovely with its shine and deep black color. While the standard model is more utilitarian and true to the Speedmaster theme, Omega wanted to dress up the gold and platinum versions a bit. Other than those minor differences, a review of this model should apply to any of the new Omega Speedmaster Co-Axial Chronograph watches.

Aside from the larger size, the most distinctive difference with this Speedmaster is the two versus three chronograph subdials. Though, it does retain the functionality of a full 12 hour chronograph. The left subdial is for the normal seconds, while the right one has two hands that track the chronograph minutes and hours. The central seconds hand measures chronograph seconds. The caliber 9300 (9301) uses both a column wheel and vertical clutch for the chronograph. Operating it is smooth and precise. Though aside from the central seconds hand, the chronograph hands are not lumed. This makes tracking the chronograph in the dark not possible, for the small percentage of people who require that functionality.

This new bi-compax layout for the Speedmaster dial is really nice, and it allows for a centrally mounted date window at 6 o'clock. I like how the date is on a matching black disc with raised off-white numerals. Overall the dial is balanced and attractive. For me, this is the first Omega Speedmaster watch with genuine applied hour markers. Brushed and applied with luminant, these are not only attractive but considerably aid in making the watch legible in a lot of light conditions. They also create wonderful dial contrasts to make the watch as easy to read as possible. This also applied to the hour and minute hands.

Lume application is fantastic. This actually surprised me given how thin the lume strips are. Nevertheless, the application of SuperLumiNova is consistent and thick making for a good watch to read in low light conditions. Needle hands and hour markers are a thing of visual and functional beauty in my opinion.

Over the dial is a curved sapphire crystal with a lot of AR coating. The top of it is mostly flat, but the sides are curved to replicate the look of acrylic crystals used for the original Speedmaster watches. A similar crystal is used on the rear of the watch to offer a wonderfully impressive view of the movement. Like a bowl, the rear sapphire crustal allows for a stunning view of the large-sized, in-house made caliber.

It just wouldn't be a Speedmaster without a tachymeter (tachymetre) scale bezel. Not that I would ever use it, but it is good to know that some things don't change. The bezel does help frame the design of the watch well, and offers a little piece of utility that people might have once used "back in the day". A little retro love never hurt anyone.

Omega has always designed really nice watch cases. The new Speedmaster is no exception. Fit and finishing are good of course, and the overall design offers a grand look where the lugs work right into the side of the case. From the side, it looks like a layered sandwich. The crown is large, but not too big and sits into the case to help protect it. Chronograph pushers are simple and traditional in style. At its heart, the Speedmaster has always been the "nice conservative sports watch". It still is, and that is a really good thing in this context.

In addition to having Omega's Co-Axial escapement that helps the watch maintain good time over the long run, the 9300 (9301) calibers are also COSC Chronometer rated. I found it to be reliable and it kept good time. There are a few tricks to the movement. First (like the caliber 8500 movement) you can adjust the hour hand in one hour increments to make it easy to switch to local time while travelling. Though this is also how you change the date (by rapidly advancing or going back in time). Technically, you can also track a second time zone. This is done by using the chronograph subdial that has two hands. You start the chronograph exactly at midnight or noon for that second timezone, and the hour and minute hands for the chrono will double as the time for that other time zone. It is a nice little function to have available. Further details about the movement include that it has a silicon hairspring and double mainspring barrels with a power reserve of 60 hours. Overall, I am very impressed by the Omega caliber 9300 family movements because they really are something special above and beyond most basic movements from ETA's regular stock.

The case is water resistant to 100 meters - which is fine. Omega doesn't need to start mixing their Speedmaster and Seamaster watches too much. I really liked the case on my wrist. It felt like the right size and was very comfortable. The steel version of the Speedmaster Co-Axial Chronograph comes with a strap or fine steel bracelet. I believe that the orange gold version only comes with the black alligator strap (for now).

The strap is supple and padded and designed to fit flush with the case. That tight fit makes it looks extra impressive. The strap is matched to a push-button folding clasp - here again in 18k orange gold. Perhaps Omega will offer a full gold bracelet down the line, though it would make for an extremely expensive watch given all the gold.

I think it is clear that this new model of Omega Speedmaster with the caliber 9300 (9301) movement isn't going to end other Speedmaster watches. It is however, part of Omega's larger push to assert their in-house movement technology and further modernize the collection. For me, this is my new favorite Speedmaster watch and a great offering by the brand. It is a superlative product with a great personality, history, and sense of utility. Choosing to wear it for both formal and casual occasions is common and overall, this piece is a delight to wear.

Much of the time when I discuss Omega watches people's only complaint (if any) is about the price. It is true that over the last few years Omega prices have sometimes increased surprisingly. These are reasons for this and it does seem confusing for people who were once used to a lower entry fee for Omega goodness. Omega still feels like a good value though and the quality is all there. It is tough not to want one of these. Price for the steel Omega Speedmaster Moonwatch Co-Axial Chronograph is $8,700 and for this 18k orange gold version it is $25,700 .

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Dead Space 2 Proves That Linear Games Can Be Amazing GB Burford 5/26/17 3:00pm Filed to: Dead Space 2 linearity gbb Dead Space 182 40 Edit Promote Share to Kinja Toggle Conversation tools Go to permalink

I need a break from open-world games. While I’ve had a blast with Breath of the Wild , Horizon: Zero Dawn , and Ghost Recon: Wildlands, I’ve been craving something considerably more linear. In a happy coincidence, Electronic Arts’s Dead Space 2, one of my favorite games, recently showed up on Xbox One via backward compatibility.

Not only does this 2011 adventure still hold up today, it shows how strictly linear games can do things open worlds just can’t.

After Grand Theft Auto III , it seemed like everyone wanted a piece of the nonlinear game design pie. If a video game is a series of “meaningful choices,” as goes the (possibly apocryphal) saying of Civilization creator Sid Meier, certainly open-world games have the most choices to offer. But how meaningful are they? Every time Fallout 4 tells you another settler needs help, or Breath of the Wild asks you for 30 bundles of wood, are you really better off? Is open-world game design inherently better than a linear approach?


You may be familiar with this image, which has been floating around the internet for quite a long time now:

The more boring sort of linear games— Resident Evil 6 , for example—tend to follow this template exactly: walk forward a few steps, watch a cutscene, walk a few more steps, watch another cutscene, and so on. But linear games can be much more interesting than that.

Dead Space 2 starts with one of the best game openings of all time. You wake up in a medical facility, trapped in a straight jacket. Someone named Franco explains that you’re in “terrible, terrible dang—” but before he can finish, a monster kills him and transforms his body into another monster. Franco grows new limbs out of his back while his face practically flays itself. You shove him away, and a voice on the radio screams, “Isaac Clarke! If you can hear me, run!”

As you run, monsters called Necromorphs break through the walls. One takes a wild swing at you. Another starts converting a corpse into another Necromorph. All you can do is run, and you do, until you find relative safety with a clearly unhinged man who says, “We’re all gonna burn for what we did to you,” and then slits his own throat.


The best video game introductions create momentum, giving you good reasons for taking action. Some games attempt this by telling you your own backstory in the hopes of making you want to get revenge on someone who wronged you. Dead Space 2 achieves this by piquing your curiosity and capitalizing on your sense of helplessness. What did they do to you? How will you survive? Your health is low, so you need to find a healing item, and if you want to survive, you’ll need a weapon.

Open-world games can’t force this sense of momentum. This year’s Breath of the Wild and Horizon: Zero Dawn both trap players in a small, open training area at their onsets, but even within these spaces you can spend hours just wandering if you want to. Any impulse to progress is subverted by the game’s onslaught of distractions. Dead Space 2 empowers you to play along, spawning enemies in your path, pushing you to run.


Some open world games, like Metal Gear Solid V: The Phantom Pain , feature linear sequences. But if the promise of open-world design is the ability to play how you want, then the inclusion of these sequences constitutes a betrayal of that promise: How bad could linearity be if even open-world games feel the need to provide linear gameplay?

In Breath of the Wild , whenever I felt outmatched, I could simply run in any direction I chose, avoiding the problem entirely. By forcing you to confront situations with no means of escape other than success, Dead Space 2 creates a kind of tension you’re not likely to find in other games. When you overcome the seemingly impossible, you feel a sense of accomplishment that’s quite different from what you feel when you flee and come back when you’re more powerful.

Because most open-world games are content to let you play at your own pace, you’re welcome to stop doing whatever you’re doing to resupply or grind until you’re powerful enough to take on your foe. Sure, the Big Bad might be holding a gun to the head of the galaxy, but if you need to go stock up on ammunition, he’ll be perfectly content to wait for you until you’re ready.


This empowerment comes at a cost. An open-world game will rarely give you the thrill of defeating an enemy with the worst gun available at your disposal because it was the only thing you had ammo for. Because open-world games are immensely forgiving, they can lose the powerful emotional impetus that fuels more linear games.

One of the arguments for open-world games over linear games is that the open-world game gives players the freedom to tackle encounters their own way, approaching objectives from any angle, using any item they find. At the best of times, this can create amazing, memorable experiences . But more often than not, it doesn’t work out that way.

Open-world games are expensive to make because developers have to create large, interesting spaces that are flexible enough to allow players to play the way they want. As a result, most open-world games tend to repeat activities all around their maps. Create a dozen different “test of strength” dungeons for Zelda , plop them around the map, and blam, you’ve just added a few hours of gameplay to your game. How many times have I done the “move the cube” Korok puzzle now? How many settlements needed my help in Fallout 4 ? How many telekinesis minigames did I play in Saints Row IV?



Dead Space 2 is brilliant because it avoids repetitive play. I’m playing on the highest difficulty right now, and at one point, I had only seven rounds left. My favorite weapons were out of ammo entirely, so I had to use some guns I wasn’t comfortable with. With its randomized item spawn system, Dead Space 2 can give you items you didn’t know you needed and maybe you didn’t even want. It’s not always the optimal way to play, but it guarantees variation.

Another big problem that open-world games suffer from is “Rule of Three,” a surplus of missions that require you to do something three times. Go here, press a button; go there, press a button; go somewhere else, press a button. It’s not surprising or interesting. If The Empire Strikes Back was an open-world game, Luke would have had to take down three AT-ATs before he got to the next scene, killing the story’s momentum.

In Dead Space 2 I have never once had to repeat an action three times in a row. Every objective is different from the last. I began Chapter 7 by prepping an elevator for launch. After that, I rode the elevator up to the power plant high above Titan Station, fighting off monsters that clawed at me through the walls. In the power plant, I had to figure out how to get through a tricky set of doors, and after that, I found myself trapped between two tripmines that, when detonated by an unassuming Necromorph, threatened to blast me out into space.


It may be a linear game, but it can feel a lot less repetitive than an open-world game because, over the course of the game’s 12 hours, you’re never required to perform the same task twice. Every single encounter in Dead Space 2 is different than the one that came before.

Linear games also allow designers to create much more focused encounters with enemies. One encounter in Dead Space 2 funnels you towards a locked door. While you wait for a friend to unlock it, enemies spawn behind you, ready to attack. These enemies, called stalkers, sneak around cover, then rush you. That particular arena is built to complement their design. Not only that, but the ammo the designers placed in that arena is for the detonator mine, a perfect foil to stalkers. You can use any of the guns you have to face them, but the arena allows you to take advantage of the detonator mine in a way that other arenas don’t.

One encounter in Dead Space 2 sees the player dangling upside down from a wrecked train car. The enemies that spawn there are enemies that make that encounter fun; fighting stalkers while dangling upside down would not be nearly as enjoyable. By creating specific encounters, the Dead Space 2 designers can create fights that are way more engaging than the simplistic encounters you’ll find in games like Grand Theft Auto V .

Despite my criticism of them here, I still find open-world games to be fascinating experiences. Open world games offer amazing opportunities to explore. They’re brilliant in the ways they pique curiosity, and I love the way they allow unplanned interactions to create awesome stories. But with the recent glut of open-world releases, I’ve craved something different.



Sure, once you’ve played a linear game you’ve played all the encounters, and it might seem like there’s no reason to go back. But by enforcing something different with every objective, a great linear game like Dead Space 2 can feel a lot more exciting than solving a metal cube puzzle for the 85th time. I’m rewatching Lost right now, a piece of entertainment even more linear than Dead Space 2 . The series hasn’t changed from when I watched it the first time, but there’s a lot I’ve forgotten. The same holds true for the best linear games—playing them once doesn’t exhaust the entertainment value.

Dead Space 2 is the game for me right now. It’s tight, it’s focused, and it’s wonderful at generating awesome emotions. A month from now, I might find myself craving an open-world game and finally jump back into Mafia III . Who knows? Picking between games is a lot like finding the right car. When you want to help a friend move, you want a truck. When you want to drive for the sheer fun of it, a sports car is the better choice. No one game can excel at everything, and that’s okay. There’s no right way to make a game, only the right game for the experience you want to have.

GB Burford is a freelance journalist and indie game developer who just can’t get enough of exploring why games work. You can reach him on Twitter at @ForgetAmnesia or on his blog . You can support him and even suggest games to write about over at his Patreon .

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